Overview
Field operatives in the Strathcan Militia represent the
disciplined edge of civilization in a world gone wild. In a setting where magic
is chaotic, the Militia places its faith in precision, preparation,
and psychic warfare. While arcane power has its uses, it's the
repeatable, regimented application of psychic and martial skill that forms the
foundation of Strathcan military doctrine.
Operatives are selected for their adaptability, grit, and
ability to execute high-risk missions with minimal backup. Whether navigating red
zones, performing surgical strikes, or holding the line during psychic
incursions, these soldiers blend traditional Canadian martial values with the
cutting-edge protocols of post-apocalyptic warfare.
Writer’s Note: The following are mainly included to make it
easier to build a character with a Strathcan Militia backstory.
Core Class: Adventurer
The Adventurer serves as the militia’s all-purpose asset:
scout, infiltrator, sapper, survivalist, and combat specialist. These
operatives thrive in chaotic terrain, where the chain of command might be
broken and the only backup is two sectors out. Militia Adventurers often lead
recon teams, sabotage missions, and black-ops incursions—whatever the mission,
they get it done.
Adventurer Paths
Prowler – Stealth Specialist / Infiltrator
Codename Format: Shadow-[Name], Ghost-[Callsign]
Role: Black ops, infiltration, target elimination
Summary:
Prowlers are the invisible hand of the Strathcan Militia. Masters of silent
movement and sabotage, they specialize in bypassing wards and sensors to
eliminate threats before alarms are tripped. When the mission calls for
discretion, deniability, and precision, Prowlers are deployed.
Common Loadout:
Silenced SMG, collapsible blade, sensor jammer, grappling rig
Allies: Mentalists (for psi-shielding), Commanders (for op planning)
Scout – Wilderness Specialist / Recon Ranger
Codename Format: Pathfinder, Trail, Longpaw
Role: Long-range recon, survival ops, anomaly tracking
Summary:
Scouts are ghost-quiet rangers trained to survive and navigate the wildest
zones. Whether charting magical fractures or stalking psychic anomalies, Scouts
are the Militia’s eyes beyond the map.
Common Loadout:
Scoped lever-action rifle, survival gear, occult compass
Allies: Garterfolk, Little Bears, Wild-born Humans
Scrap Foot – Vehicle Expert / Convoy Escort
Codename Format: Torque, Skidmark, Crash Saint
Role: Driver, outrider, high-speed logistics
Summary:
Scrap Foots handle everything with wheels, tracks, or thrusters. Whether
blazing extraction under fire or escorting critical supplies through
mutant-infested corridors, they are the Militia's motorized vanguard.
Common Loadout:
Custom hoverbike or Striker LAV, sawed-off repeater, road rig
Traits: High DEX, mid CHA, low patience
Allies: Brutes (muscle), Deadeyes (gunners), Rockers (morale ops)
Troubleshooter – Field Engineer / Demolitions Expert
Codename Format: Wrench, Static, Boomstick
Role: Tech support, bomb disposal, field improvisation
Summary:
Troubleshooters are the answer to both mechanical and mystical hazards. From
disarming cursed mines to jerry-rigging psychic dampeners, they’re
indispensable when things go sideways.
Common Loadout:
Tool harness, handheld plasma torch, remote charges
Allies: Gnomes, Beaverfolk, Dwarves, Faustian Mechanics
Core Class: Combatant
Where the Adventurer operates with flexibility, the
Combatant thrives on force. Strathcan Combatants serve as field leaders,
frontline warriors, and morale pillars. They are disciplined, decisive, and
trained to function under immense psychic and physical pressure.
Combatant Path: Commander – Tactical Officer / Squad Leader
Codename Format: Boss-[Name], Quarter-[Name], The [Moniker]
(e.g., The Anvil)
Role: Team leadership, tactical coordination, morale control
Summary:
Commanders hold the line and forge order from chaos. From frontline engagements
to riftstorm patrols, they rally squads and ensure that missions succeed—even
when the odds say otherwise.
Key Duties:
- Order
Implementation: Boost allies or interrupt enemies
- Tactical
Planning: Optimize terrain, resources, and actions
- Morale
Stabilization: Resist dissonance and horror effects
Common Loadout:
Smart helmet, repeating pistol, HUD projector, stun baton
Variants:
- Tactician:
Focused on positioning and suppression
- Inspiring:
Boosts morale and resists fear
- Logistics:
Enhances supply and support management
Allies: Mentalists, Troubleshooters, Deadeyes, Brutes
Deadeye – Longshot Marksman / Threat Neutralizer
Codename Format: Coldshot, Longview, Quiet Jack
Role: Sniper, overwatch, anti-mage support
Summary:
Deadeyes carry the weight of Old Canada's long-range legends. With a single
shot, they neutralize monsters, mages, and chaos. Paired with Prowlers or
Scouts, they alter battles before they begin.
Field Duties:
- Precision
kills on anomalies or leaders
- Zone
denial across redzones
- Counter-psionic
sniping
Loadout:
Ghostline rifle or railgun, breath mask, ballistics journal, null rounds
Cultural Note:
Deadeyes are quietly revered—memorial walls list their kills, and recruits
study sniper saints like Francis Pegahmagabow and Rob Furlong.
Sample Call Signs:
Icehole, Maple Fang, Echo Dancer, Rook
Core Class: Psychic
Magic is messy. Psychics, however, can be trained,
standardized, and deployed. That’s why Strathcan invests heavily in psychic
warfare units.
Mentalist – Psi-Core Support / Telepathic Overwatch
Codename Format: Gray-[Name], Mind-[Callsign]
Role: Psychic relay, threat detection, anti-anomaly support
Summary:
Mentalists are the Militia’s invisible comms, early warning systems, and
anomaly spotters. In zones riddled with psychic distortion, they're often the
only line between stability and madness.
Capabilities:
- Read
surface thoughts
- Shield
allies from confusion/fear
- Disrupt
enemy psychic powers
- Relay
orders telepathically
- Form
psychic links with other Mentalists
Gear:
Neural wraps, psionic focus, “quiet helm,” sparkstick
Special Protocol:
All Mentalists undergo weekly screenings for possession, emotional bleed, or
rogue thoughtforms.
Psi-Warrior – Psychic Vanguard / Squad Anchor
Codename Format: Mindguard, Psi-Lock, Bastion Blue
Role: Psionic shield, frontline anchor, anomaly suppressor
Summary:
Psi-Warriors are mind-forged bunkers. Immune to panic, resistant to magic, and
trained to walk through psychic fire, they keep squads grounded amid mental
warfare.
Key Roles:
- Shield
against psionic intrusion
- Break
psychic zones
- Anchor
squads under mental duress
- Guard
command units
Loadout:
Shock weapon, amplifier harness, “Grey Wall” manual, riot-style shield
Deployment:
- Fireteams:
Psychic tank
- Squads:
Morale/mental integrity officer
- Strike
Teams: Leads Mentalist-augmented breach ops
Class / Path |
Recommended Species |
Adventurer
- Prowler |
Garterfolk,
Little Bears, Humans, Gnomes |
Adventurer
- Troubleshooter |
Beaverfolk, Dwarves, Gnomes,
MLFs |
Adventurer
- Scout |
Garterfolk,
Little Bears, Humans, Ungo |
Adventurer
- Scrap Foot |
Beaverfolk, Haraak, MLFs,
Gnomes |
Combatant
- Commander |
Humans,
Dwarves, Haraak, Gnomes |
Combatant
- Deadeye |
Humans, MLFs, Garterfolk,
Ungo, Dwarves |
Psy-Core
- Mentalist |
Humans,
Little Bears, Gnomes, Garterfolk |
Psy-Core
- Psi-Warrior |
Haraak, Ungo, MLFs, Humans |
Equipment
Weapons
C-79 “Crux” Rifle
Type: Assault Rifle (Martial Ranged)
Description:
The Crux is the Strathcan Militia's modern standard-issue rifle. It is modeled
after the old-world C7/C8 design but modified with post-Hodgepocalypse
upgrades. Its lightweight polymer casing, rune-bonded firing core, and optional
optic suite make it a reliable mainstay for infantry units. It balances
versatility with deadly precision and can fire semi-automatic and controlled
burst fire.
Use:
Standard frontline weapon, used by infantry, support squads, and watch post
units. Often, the first weapon recruits train on.
Hawk Mk.1 Knife
Type: Combat Knife
Description:
More than a simple blade, the Hawk Mk.1 is a field multipurpose knife used for
cutting, digging, fighting, and enchanting. Its curved edge, weighted handle,
and steel-forged spine make it a brutal close-quarters option. With proper
rites or applied rune kits, it can channel minor arcane energy for precise
strikes.
Use:
Carried by nearly every infantry unit. G.A.H.A.S. units and arc-tech engineers
often use them to carve field sigils or inscribe battle glyphs.
“Kestral” Shotpike
Type: Shotgun-Spear Hybrid (Martial Melee/Ranged)
Description:
The Kestral is an ingenious blend of pump-action shotgun and bayonet spear, a
field-engineered solution for brutal close-quarters combat. Engineers and
breachers swear by its versatility—it can easily punch holes in walls or
enemies. Reinforced barrel grooves allow it to be used as a melee weapon
without damaging the action.
Use:
Favored by field engineers, tunnel fighters, and melee-capable infantry. Often
issued to units expecting ambushes or boarding actions.
M3 “Badger” Revolver
Type: Heavy Pistol
Description:
The M3 “Badger” is a six-round heavy revolver chambered for old-world stopping
power. Designed with simplicity and field repair in mind, it's a favorite among
officers and veterans who value reliability over volume. It features an
oversized cylinder, ergonomic grips, and a recoil-dampening frame, making it
the weapon that stays long past standard issue with its wielder.
Use:
Sidearm of choice for Strathcan officers, forward scouts, and duelists. Often
used as a last-resort equalizer or ceremonial sidearm.
MP5 “Canid” SMG
Type: Submachine Gun (Martial Ranged)
Description:
The Canid is a compact, fast-cycling submachine gun designed for tight
corridors, urban skirmishes, and vehicle crews. It is based loosely on the MP5
family and features lightweight casing, simplified maintenance protocols, and a
burst limiter toggle. Though it lacks stopping power at range, it excels at
suppressive fire and sudden strikes.
Use:
Commonly issued to medics, vehicle crews, and base security teams. Its small
size makes it ideal for dense environments or quick response forces.
R93 Repeater
Type: Lever-Action Rifle (Simple Ranged)
Description:
The R93 is a durable lever-action rifle that's stood the test of time—and
several apocalypses. Often salvaged from rural caches or handed down through
militia families, it’s favored by scouts and survivalists. While it lacks
automatic fire, its sturdy construction and surprising range make it ideal for
patrols in uneven terrain.
Use:
Used in recon units, wilderness patrols, and by sharpshooters who value
simplicity and silence. Sometimes modified with suppressors or wood-burned kill
tallies.
Railgun Slab Carbine
Type: Prototype Electromagnet Rifle (Advanced Unit)
Description:
Built from salvaged mag-rail cores and wrapped in insulation, the Slab Carbine
channels devastating electromagnetic force through dense metal slugs. Each shot
creates a thunderclap and leaves a plasma-smoked trail. Deployed only among
advanced G.A.H.A.S. squads or elite strike forces, it is as dangerous to its
target as it is to wield improperly.
Use:
Used by elite troopers and testbed units for breach, suppression, or anti-tech
missions. Cannot be mass-produced; each unit is custom-built.
Sparkstick Baton
Type: Electrified Club
Description:
The Sparkstick is a collapsible baton modified with low-energy arc coils,
designed for crowd control and nonlethal takedowns—with a twist. At the flick
of a thumb switch, it emits a crackling charge that delivers a burst of thunder
damage. Originally developed for psyops operatives, it's now seen widespread
adoption in riot teams and escort patrols.
Use:
Standard issue for MPs, medics in hostile zones, and any unit expected to
subdue without lethal force and also rumored to disrupt low-level psychic
effects.
Standard Armor
GAHAS Skinweave Suit
Type: Natural/Unarmored
AC: 13 + Con
Description:
The Skinweave Suit is grown—not manufactured—for Bastion-Class and other GAHAS
units. Bio-enhanced fibers blend into the user’s skin, forming a dermal lattice
that enhances survivability without restricting movement. While it offers no
layering over external armor, it allows shield use and operates like living
tissue.
Use:
Exclusive to GAHAS supersoldiers. Not compatible with other armor but often
used in conjunction with defensive shields or exo-grafts.
Modular Composite Vest (MCV)
Type: Light Armor
AC: 13 + Dex
Description:
The Modular Composite Vest is the most commonly issued armor across the
Strathcan Militia. It features ceramic insert plates layered with rune-bonded
mesh and soft armor weave. Lightweight yet durable, the MCV strikes a balance
between mobility and survivability, featuring modular pouches, mag-lock
harnesses, and space for tech upgrades.
Use:
Worn by regular infantry, engineers, and specialists who require flexibility
and protection. Compatible with personal radio harnesses and environmental
gear.
Reactive Shell Harness (RSH)
Type: Medium Armor
AC: 15 + Dex (max 2)
Description:
Engineered for heavy infantry and officers, the Reactive Shell Harness uses a
gel-packed internal lining to absorb concussive force and reduce trauma. The
thick plating is heavier than standard vests, but integrates bracing harnesses
and kinetic dampeners—essential for those on the front lines of firestorms and
psychic shockwaves.
Use:
Standard for assault squads, front-line command, and GAHAS troopers in direct
combat roles. Worn with reinforced helmets and nerve-dampening gloves.
Patchwork Raider Rig
Type: Light Armor
AC: 12 + Dex
Description:
No two Raider Rigs are exactly the same. Assembled from scavenged plating,
broken vests, and salvaged riot gear, these rigs represent both necessity and
personality. Often adorned with tokens, charms, and personal symbols, they’re
common among militia auxiliaries, irregulars, or units operating without formal
supply chains.
Use:
Favored by scouts, irregular troops, and militia-trained civilians. Often
upgraded with field charms, scrap armor plating, or minor magical symbols.
Strathcan Militia Vehicle Roster
“If it’s got wheels and armor, we’ll drive it ‘til it
explodes—and then mount the engine on something else.”
– Chief Mechanist Blondlot “Euclidia”
Cougar 6x6
- Origin:
Canadian MRAP vehicle modified for command use.
- Purpose:
Armored coordination platform for psy-ops, strategy, and leadership roles.
- Use:
Rolling HQ equipped with map tables, encrypted comms, and hardened
sensors. Ideal centerpiece for military leaders.
Deuce & a Half
- Origin:
Classic military 2.5-ton trucks.
- Purpose:
Salvage transport, convoy duty, and cultural relic.
- Use:
Still rolling after decades. Often operated by veteran crews or nostalgic
units. Great for cinematic escapes and underdog missions.
Grizzly IFV
- Origin:
Heavily armed infantry fighting vehicle from pre-Hodgepocalypse stock.
- Purpose:
Heavy troop support and battlefield dominance.
- Use:
When factions need to make a statement—or end a standoff with overwhelming
force. Often used as a boss-fight centerpiece or siege breaker.
M113 APC
- Origin:
Pre-Hodgepocalypse armored personnel carriers.
- Purpose:
Troop protection and fortified movement.
- Use:
Known for durability and ease of maintenance. Often retrofitted as mobile
labs, sanctuaries, or zombie-proof bunkers.
Mosquito Gunpod
Nickname: “One pilot, two rockets, three prayers.”
- Origin:
Stripped-down medivac drones or gyrocopters with reinforced cockpits.
- Purpose:
Hit-and-run air raids, psychological intimidation, and light aerial
suppression.
- Use:
Buzzes low over enemy lines to disrupt formations and morale.
- Visual:
Compact airframe with rocket pods, oil-slick smoke trails, and red
lightning decals. Pilots wear full-body wraps and welding goggles.
- Armament:
Twin rocket tubes and a foot-pedal-controlled swivel auto-gun.
Mule
Nickname: “Carry all, survive most.”
- Origin:
6-wheeled utility vehicle with rugged off-road capability.
- Purpose:
Versatile logistics hauler used in salvage runs, med-evac operations, and
resupply missions.
- Use:
A go-to for rough terrain and dangerous zones. Outfitted with radiation
shielding, winch arms, and Faraday cage wiring.
Railwagon
Nickname: “The Ironrunner”
- Origin:
Repurposed train engines armored into mobile fortresses.
- Purpose:
Heavy fire support and supply transport in areas with intact rail
infrastructure.
- Use:
Deployed in Moose Jaw and Prairie Atlantis. Armed with mounted howitzers
and drone launchers for mobile artillery coverage.
Skycrier Drone
Nickname: “The voice of authority in the clouds.”
- Origin:
Converted news/weather drones repurposed for battlefield psy-ops.
- Purpose:
Psychological warfare, disinformation, and sonic disruption.
- Use:
Deployed to project false commands, unsettling sounds, or military orders
across enemy lines.
- Visual:
Paraboloid frame with glowing sensor eye, four rotors, and a voice emitter
that crackles with distorted commands.
- Abilities:
Forces Wisdom saves vs fear/confusion; used to fake troop movement or
simulate artillery barrages.
Striker-Class LAV (Light Armored Vehicle)
Nickname: “The Backbone”
- Origin:
Based on pre-Hodgepocalypse Canadian LAV III and LAV 6.0 designs.
- Purpose:
Troop transport, mobile fire support, and battlefield command relay.
- Use:
Standard deployment vehicle for Strathcan forces. Flexible enough for
direct assaults, convoy defense, or command operations.
- Variants:
- Striker-Alpha:
Basic APC with reinforced plating and roof hatch.
- Striker-Bruiser:
Modular turret mount (HMG or auto-cannon).
- Striker-Chariot:
Command and signal relay variant with deployable comms mast.
- Striker-Wraith:
Rare stealth version with noise-dampening foam and light-bending plating.
Triage Roller
- Origin:
Converted ambulances or food trucks retrofitted for warzone medicine.
- Purpose:
Frontline medical stabilization and trauma response.
- Use:
Moves with battle groups to recover wounded. Outfitted with bunks, blood
storage, surgical kits, and trauma lights.
Wren-Class Skywagon
s
Nickname: “A pickup with wings and too much duct
tape.”
- Origin:
Salvaged cargo choppers and tiltrotors retrofitted with scavenged engines.
- Purpose:
Quick-response aerial deployment and emergency evacuation.
- Use:
Delivers troops or medics into danger zones, then performs vertical
extraction. Often escorted by Mosquito or Strathkite units.
- Visual:
Rust-patched belly, cloth-reinforced rotors, open side cabins with
harnesses, and eclectic interior shrines or medical gear.
- Features:
Dual side doors, two light door guns, and netted storage for crates.
Strathcan Militia: Western Field s & Recruitment Zones
Each location is part of a field , with a designated
command post, specific threats, and a favored recruitment doctrine. These s
often blend military operations with cultural integration, serving as the
cradle for recruits into the Militia.
High Command – Ed-Town
Codename: The Bannerhold
Recruitment Style: National service, elite academy induction, and legacy
postings
Overview:
Ed-Town serves as the de facto capital of the Strathcan Militia, a command
nexus where psychic warfare doctrine, military culture, and strategic decisions
coalesce. It is home to the Sanctum Castellum, a fortress-like institution
built atop a government ruin known for black-site experiments, now repurposed
into a psionic academy. Recruits hail from prestigious bloodlines, rigorous
academy trials, or are chosen by aptitude lotteries, then undergo physical and
mental crucibles to earn their place. There is a rumor that Strathcan Elite
officers often undergo the Oath of Iron and Flame, becoming part of the
collective psychic gestalt that guides the Militia's core, but this is
currently unfounded.
Plot Hook (Communication):
A rogue mindprint—an unstable psychic echo of a former commander—has begun
broadcasting corrupted protocols into secure channels. The party must trace the
signal, contain the threat, and determine whether it’s sabotage, legacy memory
drift, or something far stranger.
Fringe Delta – Prairie Atlantis
Codename: The Drowned Bastion
Recruitment Style: Invitation-only deployment, honor-bound initiations,
field commendations, and relic-based rank promotions
Overview:
The Drowned Bastion rises like a crowned relic from
the submerged bones of Calgary—an armored monastery-stronghold gifted to the Strathcan
Militia by the surviving arcane guilds of Prairie Atlantis. In exchange for
continued containment of the Terrorsaur Containment Zone (TCZ)—a
volatile rift to the Hallowed Earth—they were granted permission to establish
a permanent chapter here: the Iron Current Regiment.
This isn't a simple garrison. The Order views the TCZ as a
divine proving ground, where monsters of the past return to test the
strength of the present. Every terrorsaur killed earns the slayer a mark. Every
captured relic is enshrined. Each knight-militant carries a sigil blade
encoded with psychic telemetry and engraved kill-records. Promotions are
awarded not by paperwork, but by recovered bones, roarshock survivals, and booming
resonance chants.
Despite this, the Order's success in stabilizing the TCZ is
undeniable. The shock towers, tide-gates, and deep-rigged
monitoring crèches have drastically reduced terrorsaur incursions into the
flooded districts.
But with each moon, the roar from the depths changes tone…
and the halls grow restless.
Plot Hook (Communication):
The Chamber of the Resonant Fang detects a new
harmonic pattern beneath the TCZ. It matches the screamprint of a long-dead
beast—one supposedly entombed beneath the city’s old science center. The Order
dispatches a knight-candidate team (the PCs) to confirm the anomaly… but the
signal originates from beneath hostile cult territory, where a rogue
faction has built a sonar shrine that might be resurrecting extinct
nightmares for reasons unknown.
Westgate Command
Codename: The Harvest Line
Recruitment Style: Community loyalty; "Young Rangers" civic
militia program
Overview:
Located between Edson and Hinton,
Westgate is a balance point between civilization and elemental chaos.
The Militia’s joint command here rotates leadership each Harvest Days festival,
where locals participate in the Harvest Games—an event that now doubles as a
recruitment trial. With tensions between coal-burning and wood-burning
communities simmering, and elemental incursions from the old mines growing more
frequent, peacekeeper units must navigate diplomacy, ecology, and insurgency.
Plot Hook (Communication):
A Harvest Days official goes missing during the Games. The party must escort a
new delegation, uncover sabotage, and discover the real reason the coal
reserves are humming with forbidden energy.
LatNorth Command
Codename: The Slick Frontier
Recruitment Style: Hazard bonus conscription and oil-for-gear enlistment
deals
Overview:
Fort Mac is an unforgiving resource zone at the northern edge of Strathcan
territory. Those brave—or desperate—enough to sign on here face the threat of
sentient sludge oozes, illegal oil guilds, and bizarre psychic effects from the
crystal forests. LatNorth offers
high-risk, high-reward assignments, often granting gear, land rights, or combat
bonuses for survival. Oozewranglers and psychic hazmat teams are common here,
hardened by constant exposure to environmental trauma.
Plot Hook (Communication):
A data packet from a lost ooze-wrangling crew contains frantic logs describing
a speaking ooze that remembers past lives. The Militia sends the party to
determine if it's a threat, an anomaly, or a breakthrough.
Fort Vermin Quarantine Zone
Codename: The Bugland Expanse
Recruitment Style: Psi-vetted volunteers, punishment detail candidates,
or grief-sworn operatives (those who've lost kin to the Swarm)
Overview:
Deep in the northern hinterlands of former Alberta,
where the land has been twisted into a hyper-colored, pheromone-choked bog,
the Strathcan Militia maintains a tenuous foothold: Fort Vermin. This
outpost, once a routine monitoring relay, now serves as the front line against
the spread of the Void Covenant. This caste-based, dimension-hopping
insectoid empire terraforms entire biomes into surreal, hive-like structures.
Here, the war isn’t fought with conventional tactics. The
Void speaks not in sound, but in chemical pheromonal pulses that
command, control, and corrupt. Entire battalions have vanished without a shot
fired. Those who return speak of scent-driven madness, resonant
towers that hum inside the skull, and dragonfly gunships that move
like dancers before melting minds and flesh alike.
To even be assigned to LatDeep Command, one must
undergo psychic screening. Many are punished here. Others volunteer out of debt,
trauma, or fascination. All are changed.
Fort Vermin operates under a doctrine of:
- Watch
and Withstand: Strike missions are rare; most efforts are containment
and recon.
- Data
Pilgrimage: All expeditions must wear record-crystals that capture
emotional, psychic, and chemical telemetry. These are stored in the Vault
of Residual Thought.
- Burn
Before Breach: Protocols dictate firebombing of all outposts if
scent-signals of a swarm surge are detected.
A strange religious subculture has formed within the ranks
here. Some believe the Void Covenant is not a threat but a test of purity,
and seek communion through controlled exposure. The Militia tolerates these
mystics—for now.
Plot Hook (Communication):
A long-range Militia watch drone transmits haunting
footage: a Gunship Dragonfly, long presumed lost, walking on two legs—with
a human gait—across the fungal canopy. Its movement suggests consciousness,
maybe even mimicry. The squad sent to investigate never returned.
Now the PCs are tasked with:
- Recovering
the memory crystals of the lost squad,
- Identifying
whether the biomechanical hybrid is rogue, evolved, or infiltrated,
- And
determining whether the Void is adapting… or already inside.
Northwatch Command
Codename: The Veil Line
Recruitment Style: Intelligence-driven infiltration or defectors from
Cybercult
Overview:
Operating in Grande Prairie and Sexsmith, Northwatch is the frontline in the
war against cybercult infiltration. Though GP is not under Militia
jurisdiction, sleeper cells coordinate resistance from Sexsmith and beyond.
Agents are selected for deep-cover skills, often defectors or trauma-screened
operatives. Code Prophets and rogue AIs are common enemies, with ALGORITHMUS
being the most infamous—an evolving digital god trying to "reform"
the world.
Plot Hook (Communication):
The rogue radio station in Sexsmith broadcasts a cipher the Militia can't
crack—possibly a warning or a summoning. The party must secure the station and
uncover who’s really behind the signal.
Ironroot Command
Codename: The Forge Line
Recruitment Style: Veteran smiths, dwarven iron-priests, elite human
defenders sworn to the Oath of Flame
Overview:
Guildon Bastion, deep within the peaks near Golden,
stands as the last line of steel and fire before the unstable
fey-touched volcanic realms known as the Ashward Reach. It is both a foundry
of weapons and a fortress of the spirit, held by the Ironroot
Militia, a hybrid order of Strathcan veterans, dwarven forge-mystics, and
chosen oathbound defenders.
This is not a casual post—those who serve here are
called by flame and duty. Weapons crafted within the Forge Line are more
than steel—they are baptized in molten soul-slurry, anointed with runes of
binding, and often linked to their wielder’s will. Every warrior is required to
forge their own blade or gauntlet as part of their induction. Those who fail
the ritual return home in silence.
Their primary threat is the Way of the Ash, a growing
cult centered around a being known as the Ashen King, who sends dreams
of madness, self-immolation, and volcanic worship to would-be converts. These
fire-warped elves and dream-broken humans wield lava-slick sorcery, ash-borne
diseases, and uncontrolled flame elementals.
To the Ironroot, fire is sacred, but must be bound.
Their greatest fear is flame without purpose—the hallmark of the Ashen King.
Plot Hook (Communication):
The Grand Crucible—Guildon’s central forge—begins to
hum with harmonic tones during a full moon. A newly captured Ash Elf
defector, still half-lost in dream-speech, whispers that the tone is a summoning—a
“calling home” from the Ashen King.
The Militia dispatches a trusted team (the PCs) to:
- Decipher
the forge-tones without triggering a runaway ignition,
- Determine
if the Ash Elf can be rehabilitated, or if their madness is contagious,
- Or—if
the harmonic is a dreamgate signal, seal the breach before a
firestorm army marches through the forge itself.
Battleford Command
Codename: Twinwatch Divide
Recruitment Style: Civic volunteerism, trade defense pacts, Beaverfolk
apprenticeship exchanges
Overview:
The Battlefords straddle the North Saskatchewan River, serving as a crossroads
between civilization and chaos. West Battleford acts as a militia-friendly
trade outpost, while East Battleford—home to the proud Beaverfolk—is a fortress
of log walls, mechanical sluices, and guarded canals. Tensions simmer over an
underwater ruin believed to house lost tech. Still, both sides recognize the
necessity of cooperation in the face of external threats from Genefield to the
east.
Plot Hook (Communication):
An encrypted transmission is intercepted coming from beneath the riverbed,
possibly from an awakened machine intelligence. The party is dispatched to
determine its origin and mediate before either Battleford claims it
unilaterally.
Crossroad Command Lloyd
Codename: The Pulse Fringe
Recruitment Style: Voluntary enlistment from the arts community,
rhythmic aptitude screening
Overview:
Lloyd, a once-divided town on the old Alberta–Saskatchewan border, now thrives
as a vibrant cultural experiment under the self-proclaimed “New Utopia” of Tall
Yana and the Wannabees. Music, light, and raw emotion shape both politics and
psychic resonance here. The Militia operates through soft influence, respecting
the unique power of Lloyd’s social structure but wary of rogue frequencies
capable of destabilizing more than just morale.
Plot Hook (Communication):
Tall Yana sends a rhythmic distress call encoded in music. Something is
hijacking Lloyd’s beat-streams, and only an outsider immune to the city’s tempo
can trace it.
Keystone Command
Codename: The Buried Nexus
Recruitment Style: Academic enlistment, fey-guided internships, relic
excavator contracts
Overview:
Flin Flon has become a mythic technomagical archive carved into old mine shafts
and ancient machinery. Now ruled by the eccentric Professor Flintabbaty
Flonatin, the settlement draws fey, scholars, and treasure hunters from across
the land. Whether Flonatin is a resurrected historical figure or a story made
manifest, his command of buried technology cannot be denied. The Militia sends
observers but avoids provocation.
Plot Hook (Communication):
A prototype relic activates and begins broadcasting coordinates in a long-dead
language. Professor Flonatin invites a neutral third party to mediate access
rights before factions tear the vault apart.
Cameron Falls Haven
Codename: The Steam Rest
Recruitment Style: Pilgrim sponsorship, healer-veteran exchanges,
hospitality rotations
Overview:
Nestled near the falls, Cameron Haven serves as a neutral retreat for
diplomats, veterans, and weary travelers. Protected by ritual oaths and
geothermal blessings, it’s considered neutral ground. The Militia rotates
peacekeeping agents through short tours here to recharge, negotiate, or
recover. However, its peace often masks high-stakes diplomacy beneath the
surface.
Plot Hook (Communication):
An envoy from a hostile faction collapses upon arrival, claiming betrayal. The
party must unravel the truth before the Haven’s neutrality is shattered.
Fort Providence
Codename: The River Gate
Recruitment Style: Lineage oaths, toll guardianship, crisis drafting
Image Prompt: Fortress-town hugging a wide river, watchtowers on both
shores, barge checkpoints, glowing runes on riverstones, heavy gates operated
by winding mills and prayer wheels
Overview:
Fort Providence, known as The Crossing, holds strategic control over the major
riverways between the north and south. Its defenses are legendary, blending
old-world engineering and modern rune technology. It is a stronghold against
Void incursions and rogue cults trying to reach the Arctic circuits. Despite
their isolation, their defenders possess high morale and deeply rooted
traditions.
Plot Hook (Communication):
A supply barge under Militia escort is missing. A single rune buoy drifts back
downstream, pulsing an encoded request for sanctuary. The party must uncover
what got through the Gate.
Fort Simpson
Codename: Sanctuary Point
Recruitment Style: Refugee integration, survivalist conscription, oath
of renewal
Overview:
Located where two great rivers meet, Fort Simpson has become Sanctuary Point—a
refuge for the displaced and desperate. Under Militia protection, it blends
humanitarian aid with strategic defense. Psychic wardens and field medics are familiar
here, enforcing security without undermining the town’s mission. Many recruits
come from those who have been granted shelter, repaying it with their service.
Plot Hook (Communication):
A refugee child begins drawing maps of places they’ve never seen—marked with
symbols of an ancient Militia order. The party must determine whether it’s
prophecy, memory echo, or manipulation.
Strathcan Militia Base Template
This template outlines the standard organizational,
infrastructural, and cultural elements of a Strathcan Militia Base,
extrapolated from the Garrison of Gore model. It is designed for gamemasters to
create consistent, flexible military bases across the Hodgepocalypse setting.
I. BASE STRUCTURE OVERVIEW
Purpose: Strathcan militia bases serve as multi-role
defensive, logistical, and operational hubs. They support patrols, local
civilian protection, supply lines, and region-specific operations.
Size Categories:
- Outpost
(5–10 staff) – remote, tactical
- Standard
Garrison (30–50 staff) – local operations HQ
- Command
Base (100+ staff) – strategic hub, regional oversight
Base Perimeter:
- 12-foot
wooden picket and concertina wire fence
- Sentry
Towers (usually 2) with 360° visibility
- Checkpoint/Bunker
Gate with barricades and auto-monitoring
II. COMMAND HIERARCHY & STAFFING
Typical Chain of Command:
- Commander
(Brigadier/Major) – Strategic oversight
- Executive
Officer (Major/Lt.) – Daily operations
- Field
Operations Officer – Assignments, deployments
- Engineering
Officer – Repairs, fieldwork, resource adaptation
- Medical
Officer – Health & emergencies
- Morale
Officer/Counselor – Mental health and mediation
Support Roles:
- Logistics
& Supply Clerks
- Scouts
and Recon Teams
- Sentry
Gunners/Snipers
- Maintenance
and Sanitation
III. STANDARDIZED LOCATIONS
1. Headquarters (Command Bunker): Center for radio
transmissions, strategic meetings, and dispatch. Reinforced structure.
2. Barracks (Junior and Senior Ranks): Separated
housing. Junior ranks often share open quarters. Senior officers have small
private rooms.
3. Recreation Hall: Includes games, old electronics,
darts/pool, and morale posters. Optional: secret files/blackmail material
hidden here.
4. Assignment Office: Liaison point with adventurers
and outside help. Handles bounties, contracts, and debriefs.
5. Engineering Services: Workshop area for improvised
weapons, field tools, and makeshift vehicle repairs.
6. Medical Bay: Operates as triage and quarantine.
Includes recovery rooms and controlled meds stockpile.
7. Vehicle Hangar: Houses Strikers (APCs), converted
pickups, and fuel stores. Usually guarded 24/7.
8. Watch Towers: Two towers minimum. Contain sniping
gear, launchers, radios, and emergency descent poles.
9. Field Training Zone (Drills Yard): Open cemented
courtyard for demonstrations, drills, and emergency mustering.
10. Diner/Mess Facility: Combines chow hall with
public interaction space. Optional: used as neutral ground or hidden info
source.
11. Resource Depot (Gull Yard): Garbage/recycling
dump; often doubled as fertilizer or explosive prep site. May attract scavenger
creatures.
12. Post Office / Communications Hub: Processes
internal/external mail. May house informants or encrypted messages.
Optional Facilities:
- Golf
Minefield (training course/dead zone)
- Psychic
Evaluation Center (for psionic units or threats)
- Prison
Block (for internal discipline and POWs)
IV. TACTICAL & CULTURAL DOCTRINES
Core Philosophies:
- Improvisation
over Perfection: Build, adapt, overcome.
- Sniper
Efficiency: One bullet can change a war.
- Jury-Rigging
as Culture: If it’s broken, fix it. If it can’t be fixed, weaponize
it.
- Professional
Manners: Clean speech, upright bearing – even under fire.
Training Techniques:
- Live
ammo drills (controversial but effective)
- Hazing
through simulated danger zones (e.g., minefields)
- Tinkering
competitions for engineering teams
- Moral
resilience exercises via counselors
Common Personnel Traits:
- Each
staff member has a code name and informal "jingle"
- Heavy
use of GAHAS (genetically engineered) soldiers, usually Half-Orcs
- Recognition
of psychological and physical strain in long-term deployments
V. BASE SEEDING TOOLKIT (ROLL TABLE)
D20: Key Feature or Oddity
- Explosive
training gone wrong
- Missing
scout with ominous clues
- Haunted
or corrupted item in depot
- Drill
instructor possessed by strange urge
- Sentry
tower shows signs of sabotage
- Junk
pile came to life
- Psychic
message from unknown source
- Underground
passage discovered
- NPC
starts broadcasting Chuck’s voice
- Mural
or structure is an Art Aberration
- External
faction attempts infiltration
- Weapon
cache replaced with decoys
- Disappearance
in the rec hall
- Rogue
striker vehicle loose on grounds
- New
recruit knows too much
- Experimental
GAHAS unit returns... altered
- Psychic
field spike fries comms
- Routine
paperwork contains dark prophecy
- Improvised
farm tool turns into war relic
- Officer
insists something is watching from the walls
VI. REUSING THE TEMPLATE
To create a new militia base:
- Choose
region: Forest, Wasteland, Urban, Tundra
- Adjust
aesthetic: Swap materials (brick → corrugated iron, wood → resincrete)
- Pick
1–3 key traits from Tactical Doctrines
- Randomize
1d4 aberrations and 1d2 infiltration vectors
- Populate
with adapted NPCs based on needs (Sniper Chief, Paranoid Medic,
Burned-Out Commander, etc.)
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